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Entrepreneurship, Business, Education and Second Life

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Entrepreneurship, Business, Education and Second Life. Brian Mennecke. College of Business, ISU ... What is Second Life. Academic presence in SL. Business ... – PowerPoint PPT presentation

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Title: Entrepreneurship, Business, Education and Second Life


1
Entrepreneurship, Business, Education and Second
Life
  • Brian Mennecke
  • College of Business, ISU
  • Lesya Hassall
  • Center for Excellence in Teaching and Learning,
    ISU

2
Agenda
  • What is Second Life
  • Academic presence in SL
  • Business presence in SL
  • Teaching entrepreneurship in SL Why SL and
    entrepreneurship?
  • Pedagogical applications of SL when teaching
    business subject matter
  • Structuring a class in SL
  • Preparation
  • Design
  • Development of learning activities
  • Invitation of speakers
  • Building content
  • Building in reflective time into the course
  • Successes/Challenges
  • Lessons learned

3
What is Second Life
  • Second Life is a multi-user, fully integrated,
    3-D virtual world (VW) that is built as an open
    economic environment.
  • Users can build, own, buy and sell goods/services
    that exist in the game
  • The environment uses an in-game currency (i.e.,
    Linden Dollars) that can be converted to
    real-world currency

4
What is Second Life
  • At a fundamental level, Second Life is a 3-D
    environment that can be used for communication
    and interaction
  • Its like a 3-D web

5
Who is in Second Life?
  • Individual Players
  • Educators
  • Small Businesses
  • Large Businesses
  • Non-profit organizations
  • Political actors (Japanese politician Kan Suzuki
    )

6
Individual Players
  • The majority of players are average users who
    want to
  • Explore
  • Play
  • Interact
  • Promote goods and services
  • Be entertained
  • Be educated

7
Educational Uses of SL
  • Distance and Flexible Education
  • Presentations, Panels and Discussions
  • Training and Skills Development
  • Self-paced Tutorials
  • Displays and Exhibits
  • Immersive Exhibits
  • Role-plays and Simulations
  • Data Visualizations and Simulations
  • Libraries, Art Galleries and Museums
  • Historical Re-creations and Re-enactments, Living
    and Immersive Archeology
  • Computer Programming
  • Artificial Intelligence Projects
  • Artificial Life Projects
  • Multimedia and Games Design
  • Art and Music Projects
  • Literature, Composition and Creative Writing
  • Theatre and Performance Art
  • Photo-stories and Photo Scenarios
  • Treasure Hunts and Quests
  • Virtual Tourism, Cultural Immersion and Cultural
    Exchange
  • Language Teaching and Practice, and Language
    Immersion
  • Social Science and Anthropological Research
  • Awareness/Consciousness Raising and Fund Raising
  • Support and Opportunities for People with
    Disabilities
  • Politics, Governance, Civics and Legal Practice
  • Business, Commerce, Financial Practice and
    Modeling
  • Real Estate Practice
  • Product Design, Prototyping, User-testing and
    Market Research
  • Interior Design
  • Architectural Design and Modeling
  • Urban Planning and Design

http//sleducation.wikispaces.com/educationaluses
8
Small Businesses
  • The vast majority of businesses in Second Life
    are small to medium sized businesses
  • Sellers of virtual goods
  • Providers of services
  • Brokers and information providers
  • Entertainment operators
  • Entertainers
  • Software and content developers
  • Non-profit services

9
Large Businesses
A small but growing number of medium and
large-sized firms that operate in the RL have
developed a presence in SL
  • Adidas
  • IBM
  • Best Buy
  • Reuters
  • Sears
  • Dell
  • Coldwell Banker
  • Pontiac
  • BMW
  • Wells Fargo

10
Entrepreneurship and Second Life
  • Why Second Life and entrepreneurship?
  • Second Life is designed with rules that allow an
    economy to operate
  • Players own the items they create that is, they
    have property rights
  • This has resulted in the development of a vibrant
    economy with a large number of entrepreneurs

11
Entrepreneurship and Second Life
  • Entrepreneurs in Second Life can be
  • Observed
  • Engaged with
  • Shadowed

12
Entrepreneurship and Second Life
  • A vibrant economy that students can observe and
    engage in
  • Students can be exposed to business situations
  • Students can follow processes and business
    operations
  • Students can directly observe value creation and
    delivery
  • Students can model business situations
  • Students can make contacts with and be mentored
    by successful SL business owners

13
Structuring a Class in Second Life
  • Steps in the process
  • Preparation
  • Design course outline
  • Development of learning activities
  • Invitation of speakers
  • Building content
  • Building in reflective time

14
Structuring a Class in Second Life
  • Preparation
  • Buy or rent land (e.g., an island)
  • Develop familiarity with the environment, both
    technical and cultural
  • Identify learning outcomes and how they can be
    achieved through immersion in SL
  • If possible, develop contacts with other
    educators in-world for ideas and advice

15
Structuring a Class in Second Life
  • Design course outline
  • Identify role of Second Life in a course
  • Adapt content of course and learning activities
    to nature of the communication medium

16
Structuring a Class in Second Life
  • Development of learning activities
  • Identify and develop classroom exercises
  • 4-P exercise
  • Discussion exercises
  • Identify and develop out-of-class exercises
  • Discussion exercise
  • Scavenger hunt
  • Identify and develop a final project that is
    relevant to
  • Second Life
  • Entrepreneurship
  • E-commerce

17
Structuring a Class in Second Life
  • Invitation of speakers
  • Identify appropriate speakers
  • Schedule and coordinate appearances
  • Schedule events
  • Rehearse and test
  • Follow up
  • Facilitate presentation
  • Be prepared for technical failures

18
Structuring a Class in Second Life
  • Building content
  • Identify learning objectives
  • Design content
  • Build content
  • Classroom
  • Bookstore
  • Team rooms
  • Instructor office
  • Studio and presentation space

19
Build in Reflective Time
  • Allow sharing of successes and frustrations in
    groups
  • Conclude SL learning activities with short
    reflective assignments

20
Lessons Learnt
  • Careful and time-consuming course preparation
  • Steep learning curve for newbie students
  • The use of this application ignites student
    interest in the subject matter, but also creates
    room for pedagogical issues
  • SL gives students a unique immersive perspective
    on eCommerce and Entrepreneurship
  • Calls for multiple reflective opportunities both
    on and off the grid
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